
Question |
Starting level is 4th...party needs some healing but i dont want to play a cleric/druid. Was thinking of witch...but im not sure to make one. How does the witch stack up with its alternatives?
For one thing most of the minor hexes seem to be pretty unimpressive. For example a free charm spell that works on an unlimited amount of targets(albeit, once per day) can be really useful if your party interacts with NPCs a LOT.
On the other hand using disguise seems of limited use unless the DM runs a "The guards/assassins are looking for you" style campaign, and you dont even get disguise as a class skill to use it to its full effect.
Combat hexes like evil eye seem much more useful, but the requirement of being within 30 ft is quite restrictive and dangerous to an unarmored caster. Im pretty sure other casters get spells that do the same thing, but dont require you to be this close.
Slumber seems to be a 30ft range sleep, except it can't affect multiple creatures but stil has the 4HD limit(since the description says as the spell sleep).
So on so forth...i mean most of these can be duplicated by spells from other classes, without a potentially deadly 30ft range limitation and once per day.
And taking a look at the witch spell list it seems to be a combination of the wizard/cleric one, but i dont see any unique witch only spells.

Blueluck |

For one thing most of the minor hexes seem to be pretty unimpressive.I agree that a lot of them aren't worth taking, but you'll only end up picking 5 (more with the Extra Hex feat, if you like) and there are at least 5 good ones on the list. I like these:
- Slumber - First, there's no HD limit on this. High save DC, great for taking out anyone at low levels, or minions at higher levels. Also, having a free sleep power available for handling NPCs you have to eliminate but don't want to kill is really handy.
- Healing - Turns into a Cure Moderate at 5th level. Usable once per day per target, reducing the number of spell slots you need to take up with healing spells.
- Flight - True flight at level 5, for 5 minutes per day, which will cover all of your combat time most likely.
- Evil Eye - Always works for at least one round, even if they make the save. You can stack different penalties on a single enemy.
- Fortune & Misfortune - Both last 2 rounds starting at level 8, making your action economy better.
- Cackle - Use this to extend Fortune on the entire party, or Misfortune on the enemy.
Also, hexes are slicker than spells:
- Never runs out, so you're never completely out of mojo.
- Standard action - leaves your move action to fly or cackle, and your swift action for a quickened spell.
- Does not provoke an attack of opportunity.
- The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier - which is as high as or higher than the highest level spell you could cast.
- No verbal, somatic, or material components! It's like you always have a handful of spells memorized with Silent Spell & Still Spell for free.

Question |
Question wrote:For one thing most of the minor hexes seem to be pretty unimpressive.I agree that a lot of them aren't worth taking, but you'll only end up picking 5 (more with the Extra Hex feat, if you like) and there are at least 5 good ones on the list. I like these:
- Slumber - First, there's no HD limit on this. High save DC, great for taking out anyone at low levels, or minions at higher levels. Also, having a free sleep power available for handling NPCs you have to eliminate but don't want to kill is really handy.
- Healing - Turns into a Cure Moderate at 5th level. Usable once per day per target, reducing the number of spell slots you need to take up with healing spells.
- Flight - True flight at level 5, for 5 minutes per day, which will cover all of your combat time most likely.
- Evil Eye - Always works for at least one round, even if they make the save. You can stack different penalties on a single enemy.
- Fortune & Misfortune - Both last 2 rounds starting at level 8, making your action economy better.
- Cackle - Use this to extend Fortune on the entire party, or Misfortune on the enemy.
Also, hexes are slicker than spells:
- Never runs out, so you're never completely out of mojo.
- Standard action - leaves your move action to fly or cackle, and your swift action for a quickened spell.
- Does not provoke an attack of opportunity.
- The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier - which is as high as or higher than the highest level spell you could cast.
- No verbal, somatic, or material components! It's like you always have a handful of spells memorized with Silent Spell & Still Spell for free.
I dont see how cackle allows you to give the fortune to your entire party? How does that work? And how do you stack different penalties on a single enemy since evil eye only works on the same target once a day? Its not like you can keep using it on the same guy to give -2 to AC/Attack rolls/etc.
Does brewing potions cost any XP? If not, wouldnt it be a decent money making idea?

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Slumber, as has been mentioned, is very strong -- I (perhaps to other party members chagrin) deliberately didn't take it as it can be too powerful.
Repeated evil eyes stack, so long as they inflict different penalties. And although they overlap the same effect an be applied repeatedly against a single target.
Healing can only be used 1/person/day but is not only a valuable extra bit of healing (how many parties ever regret having an extra 4-6 CMW/day), it means you can freely give away healing to any passing NPC (town just fought off a tribe of wild goblins leaving dozens of dogs & townsfolk gravely injured? Don't bother interupting the cleric of Sarenrae while she's sunbathing, just form an orderly queue in front of my 1st level witch...).
Cackle's great advantage comes from it only requiring a move action.
Cauldron is just a free feat (+skill bonuses) nothing more.

Sizik |

I dont see how cackle allows you to give the fortune to your entire party? How does that work?
Round 1:
Round 2:
etc.
And how do you stack different penalties on a single enemy since evil eye only works on the same target once a day? Its not like you can keep using it on the same guy to...
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
There's nothing that says you can only use it once per day per target.

Question |
Question wrote:
I dont see how cackle allows you to give the fortune to your entire party? How does that work?Round 1:
Standard: Use Fortune on Party Member 1.
Move: Use Cackle, extending PM1's Fortune to 2 rounds.
Round 2:
Standard: Use Fortune on Party Member 2.
Move: Use Cackle, extending both PM1's and PM2's Fortune to 2 rounds
etc.Question wrote:And how do you stack different penalties on a single enemy since evil eye only works on the same target once a day? Its not like you can keep using it on the same guy to...Evil Eye wrote:Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.There's nothing that says you can only use it once per day per target.
But whats the benefit of extending the fortune? They can only use the re-roll once per day right?

Sizik |

But whats the benefit of extending the fortune? They can only use the re-roll once per day right?
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Hmm. It says "The target can call upon this good luck once per round", which implies that it can be used multiple rounds, but it also says "Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours." It depends on whether you interpret "benefit" to mean "rerolling a check", or meaning "having the hex applied to you". Either way, extending it lets you use the reroll in a later round than the one it was cast in, which is useful say as a pre-combat buff (especially since you need to spend 1 round per party member you're Fortuning).

Vaellen |

In Kingmaker, the DM asked me to retire my witch character because she was utterly dominating combat in many of the adventures. The no HD limit on sleep and the sky high save DC, plus the Evil Eye, Cackle, Misfortune, Cackle, Save or Die combo meant just about anything that was not immune to mind effects went down quickly. Throw in Fly on demand plus a decent spell selection and she was a power house to be feared.

Blueluck |

Any suggestions on feats/patron/spell selection then?
Here are the patrons, for discussion.
4th cat’s grace
6th haste
8th freedom of movement
10th polymorph
12th cat’s grace (mass)
14th ethereal jaunt
16th animal shapes
18th shapechange
4th speak with animals
6th dominate animal
8th summon nature’s ally IV
10th animal growth
12th antilife shell
14th beast shape IV
16th animal shapes
18th summon nature’s ally IX
4th invisibility
6th blink
8th confusion
10th passwall
12th programmed image
14th invisibility (mass)
16th scintillating pattern
18th time stop
4th flaming sphere
6th fireball
8th wall of ice
10th flame strike
12th freezing sphere
14th vortex*
16th fire storm
18th meteor swarm
4th bear’s endurance
6th protection from energy
8th spell immunity
10th spell resistance
12th bear’s endurance (mass)
14th restoration (greater)
16th iron body
18th miracle
4th command undead
6th contagion
8th animate dead
10th giant vermin
12th create undead
14th control undead
16th create greater undead
18th energy drain
4th darkness
6th deeper darkness
8th shadow conjuration
10th shadow evocation
12th shadow walk
14th shadow conjuration (greater)
16th shadow evocation (greater)
18th shades
4th bull’s strength
6th greater magic weapon
8th divine power
10th righteous might
12th bull’s strength (mass)
14th giant form I
16th giant form II
18th shapechange
4th bear’s endurance
6th beast shape I
8th beast shape II
10th beast shape III
12th form of the dragon I
14th form of the dragon II
16th form of the dragon III
18th shapechange
4th mirror image
6th major image
8th phantasmal killer
10th mirage arcana
12th mislead
14th reverse gravity
16th screen
18th time stop
4th slipstream*
6th water breathing
8th control water
10th geyser*
12th elemental body III (water only)
14th elemental body IV (water only)
16th seamantle*
18th tsunami*
4th owl’s wisdom
6th magic vestment
8th globe of invulnerability (lesser)
10th dream
12th globe of invulnerability (greater)
14th spell turning
16th protection from spells
18th mage’s disjunction
Agility gives you Haste, which never gets old.
Elements gives you direct damage spells.
Shadow gives the most flexibility.
Strength & Transformation are good for buffing your familiar, if you're interested in sending it into combat.

Question |
Question wrote:Any suggestions on feats/patron/spell selection then?Here are the patrons, for discussion.
** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **...
I was thinking of taking a bat for a familiar.
Whats so good about the shadow conjuration spells? I mean, if the target suceeds in the save, its wasted right?
For hexes...how do they function really? For example lets say i use evil eye. Does the target know somehow that i am targetting him with evil eye? If the target is sleeping can i just stand there silently and keep using evil eye over and over?

Abraham spalding |

Agility: Haste, Freedom of Movement, Polymorph, and shapechange are all nice spells.
Deception: Invisibility, Blink, and passwall are all nice, while time stop is always great.
Endurance: Protection from energy is nice, since you are completely lacking energy protection on your spell list, spell immunity can be very helpful to a party, as can be spell resistance. Greater Restoration is a great spell to have available, as is miracle.
Plague is misnamed -- it should be "undead patron" -- if you want to play the necromancer you can do so very well with the plague patron.
If you are at all interested in personally getting in the fray (and why would you be?) Strength is a great patron -- divine favor is a great spell, greater magic weapon, giant form 1&2 give regeneration, and the combination of righteous might with transformation is absolutely staggering on the "I hit things" front. Divine power isn't bad either.
Wisdom: Nice combination of defensive spells -- mage's disjunction is powerful too.

Dragonchess Player |
1 person marked this as a favorite. |

Any suggestions on feats/patron/spell selection then?
The witch is a versatile character, with a strong selection of battlefield control, buffing, and utility abilities/spells. They get decent healing capability, as well.
Hexes are the witch's bread and butter; as SLAs with unlimited uses (apart from the "one attempt per target per day" on many of them), they can be used as desired without the need to conserve them. Useful hexes are: Cackle (extend the effect of many "one round" hexes), Cauldron (a feat plus a skill bonus), Evil Eye (lasts one round even on a successful save, can be extended with Cackle), Flight (feather fall at will (equivalent to a 4,400 gp magic item) and skill bonuses plus levitate once per day and several minutes of fly as you gain levels), Fortune (a nice buff for allies, can be extended with Cackle), Healing (extra healing is never a bad thing, improves at 5th level), Misfortune (can be very nasty, especially in combination with Evil Eye; can be extended with Cackle), Slumber (can readily disable many single opponents and also scales (no HD limit*, DC improves with level); nasty in combination with Evil Eye and/or Misfortune), and Ward (a simple, long-lasting buff that's easily renewed). Extra Hex is a good feat choice, even for Cauldron.
*- some GMs may house rule this to HD equal or less than the witch's level; also, since sleep is an Enchantment [compulsion], the effect is blocked/suppressed by protection from or magic circle against chaos/evil/good/law.
Generally, spell selection will be similar to a wizard of equal level (with some additions and subtractions). The witch has some of the best battlefield control spells, so I'd recommend picking up several area effect ones (using hexes to disable single targets). Spectral hand is extremely useful with a variety of touch spells (touch of fatigue, etc., as well as many cures and buffs); as are the various summon monster spells during the middle levels. Patron choice is useful for expanding available buffs (Agility, Endurance, Wisdom) or providing focus to the spell selection. Animals is great if you want to focus on summoning and augmenting animals. Deception is good for buffing sneaky types and/or avoiding hazards. Elements adds some direct damage options to the witch's sparse selection (yes, you can have a decent blaster witch and use your hexes for battlefield control/disabling). Plague is a good choice for the necromancer witch archetype (or even an undead hunter). Shadow can be even better than Deception for a sneaky, deceiver witch. Strength is good for witches that want to self-buff (eldritch knight?). Transformation is great for a shapehifting witch. Trickery has a good mix of defense, offense, and utility spells. Water can be very powerful/useful in costal/ship-borne campaigns.
EDIT: I'd written that arcane trickster might be a possibility for a sneaky witch, but the witch lacks mage hand.

Dire Mongoose |

Whats so good about the shadow conjuration spells? I mean, if the target suceeds in the save, its wasted right?
The main thing people usually talk about in favor of the shadow X spells is versatility at casting time -- you don't need to know when you prepare it if you're going to need fireball or lightning bolt (for shadow evocation), you can decide when casting.
(Although, yes, the shadow spells do have some drawbacks, too.)

vuron |

Question wrote:Whats so good about the shadow conjuration spells? I mean, if the target suceeds in the save, its wasted right?
The main thing people usually talk about in favor of the shadow X spells is versatility at casting time -- you don't need to know when you prepare it if you're going to need fireball or lightning bolt (for shadow evocation), you can decide when casting.
(Although, yes, the shadow spells do have some drawbacks, too.)
I think in many cases shadow conjuration spells actually have a shorter casting time than the conjuration that they are simulating. So instead of having to spend a full action (or longer) on summoning a creature or casting a major creation spell, you can use Shadow Conjuration or Greater Shadow Conjuration while still being able to fly around the battlefield.

Dragonchess Player |

I was thinking of taking a bat for a familiar.
Did you pick it for flavor reasons to fit a theme? The +3 bonus to Fly skill checks has good synergy with the Flight hex, but if you're going for a particular theme, then that can help you pick the patron and/or hexes.
For hexes...how do they function really? For example lets say i use evil eye. Does the target know somehow that i am targetting him with evil eye? If the target is sleeping can i just stand there silently and keep using evil eye over and over?
They normally function as supernatural abilities (Core Rulebook, pg. 221). Some GMs may house rule many of them as spell-like abilities (also pg. 221), instead (which means they are affected by dispel magic and spell resistance, can be disrupted, etc.). Many of them, Evil Eye included, have a limitation of "Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day."

Abraham spalding |

Dragonchess Player wrote:Spectral hand is extremely useful with a variety of touch spells (touch of fatigue, etc., as well as many cures and buffs);Silly question here, but you can use Spectral Hand in conjunction with the various Inflict spells, right?
Yes. However keep an eye on your touch spell rules.
Also I like the pseudo-dragon for a familiar -- it has a 5 foot reach with its tail -- meaning it can hide in your square and deliver touch attacks for you if something closes on your position. I also like the advantages of blindsense and telepathy that the pseudo-dragon enjoys.

Dragonchess Player |

Dragonchess Player wrote:...as SLAs with unlimited uses...Hexes are supernatural -- they are better than SLA's in almost every way.
Yes, I was being sloppy with my terms. However, some GMs do house rule them as SLAs (whether this is a good or bad house rule can be a discussion in and of itself).
Dragonchess Player wrote:Spectral hand is extremely useful with a variety of touch spells (touch of fatigue, etc., as well as many cures and buffs);Silly question here, but you can use Spectral Hand in conjunction with the various Inflict spells, right?
Core Rulebook, pg. 346: "A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low level, touch range spells at a distance... For as long as the spell lasts, any touch range spell of 4th level or lower that you can cast can be delivered by the spectral hand." (emphasis mine)

Dragonchess Player |

Dragonchess Player wrote:Many of them, Evil Eye included, have a limitation of "Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day."Evil eye does not have that statement attached to it.
<sigh>
I was looking at the wrong hex.
So, to answer the original question, a witch can stand silently using the Evil Eye hex over and over on a sleeping target. However, because of the short duration (3 + Int mod rounds), it's not very useful to do so. However, the greater hex Nightmares would be a good choice for this tactic.

Nephelim |

the Supergenius Games supplement "Advanced Options: Witches Hexes" has a lot of really nice hexes that add to the diversity of capability of Witches. So much so, I'm considering one very carefully as a cohort for my Rogue.
For example, gaing the ability to make various Combat Maneuvers based off Int and Witch level to simulate bad luck (tripping on your own boot straps = Trip) or unleashing the forces of entropy on a target (Sunder) as a hex, from a range, is not just useful, its creepy and in keeping with the "theme" of Witchery (add in Cat's Eyes, Medusa's hair, and Scuttle for wall-crawling, and you can go totally Exorcist on someone)
Assuming your DM allows it (and honestly, SGG have a very good track record for making well-thought-out material that is not unbalancing) the stuff in that pdf is, ironically, worth its weight in gold...

Flux Vector |
I've been playing a witch in a low-mid game lately and I've been... very unimpressed.
First, it depends on the party, and especially the size of the party versus the size of the encounters, but physical combatants who aren't intentionally self-crippling are going to be so good at the 'bread and butter' of 'killing things' that the need for a 'healer' caster is more a mental hangup on the part of players and not a real necessity in the game. Especially with how cheap wands of cure light wounds are.
But additionally - physical combatants are so good at killing things that casters not only don't have to (and shouldn't - direct attack spells are plagued with issues that reduce their effectiveness dramatically), but that the spells you want to use in combat are battlefield control or buff spells.
Both of which are the witch's weakpoints. You get spells from both the cleric and wizard lists, yes. But you mostly get the -wrong- spells from those lists, in terms of battlefield effectiveness.
Hexes... offensive hexes like slumber, either go a long way or nowhere at all. They're all mind-affecting, as is a large portion of the witch spell list's control/debuff spells which means immunity to mind-affecting means "heavy immunity to witch." Additionally the offensive hexes are short-ranged, and cackling to keep evil eyes active means that you've sacrificed your mobility - and for a caster, keeping out of harm's way is your major defense.
That applies to buffing hexes too - those fortune hexes are going to fall off of people unless the enemies are stupid or your party is 'holding a line' in front of you defensively - but fighters are more likely to charge things or spring attack around than stand in front of you.
You don't get wall spells unless you're the elemental patron type, and then the wall spell is the only good one you do get. It's a mess.
The witch is, however, a great utility caster and works well in out-of-combat or combat-preparation activities. This is the place where you get more or less good spells from both lists.
Witch is turning out to be less than the sum of its parts once you get into the middle and higher levels where mind immunities are common (undead, outsiders, constructs, oozes, etc etc). Be a bard or a wizard instead, is my advice, and get that wand of cure light wounds to cover your party's healing needs.

spalding |

It all comes down to how you feel about debuffing and SoD effects. If you like SoD effects and weakening your enemies for the party then the witch is your baby. The witch class has plenty of such effects and the means of making sure they stick.
A witch is also a great support caster -- you do have "I end you spells" and when these work it is great. But the vast majority of your spells are more useful at gathering information or setting the enemy up (or breaking them down).
If you have a wizard and a cleric in the party a witch is a great third caster -- you can cover both bases as needed, while having plenty of "trouble spot" spells to clear out bigger issues that they might not have the spells for the day to handle.
The witch is also a great summoner class as well.

Dire Mongoose |

It all comes down to how you feel about debuffing and SoD effects. If you like SoD effects and weakening your enemies for the party then the witch is your baby. The witch class has plenty of such effects and the means of making sure they stick.
A witch is also a great support caster -- you do have "I end you spells" and when these work it is great. But the vast majority of your spells are more useful at gathering information or setting the enemy up (or breaking them down).
I think this is probably correct.
I remember reading the Witch the first time and thinking it was broken because it had virtually all of the Wizard spells I typically use, plus hexes, plus some good Cleric spells. But that's my style of play and it's not everybody's.
(Granted, it's missing specialization benefits and arcane bond.)

Question |
Can anyone suggest 2nd level spells to start with? Ive decided on glitterdust, spectrla hand and see invisibility, but im not sure what else to take. I can probably buy scrolls and teach them to the familiar(i can take 10 on the spellcraft check right?)
I chose a bat partly because of +3 to fly and it might be useful to have a flying familiar. Familiars have the same HD as the caster right?
Patron...probably going to go with endurance here.

Dragonchess Player |

the spells you want to use in combat are battlefield control or buff spells.
Both of which are the witch's weakpoints. You get spells from both the cleric and wizard lists, yes. But you mostly get the -wrong- spells from those lists, in terms of battlefield effectiveness.
<eye roll>
Spells like enlarge person, ray of enfeeblement, sleep, glitterdust, hold person, web, dispel magic, heroism, ray of exhaustion, stinking cloud, black tentacles, etc. are just horrible in battlefield effectiveness... Granted, most of the buffs that are exclusive to the cleric list depend on the patron you choose.

Question |
Also any ideas on starting equipment? 5,000 gold to work with.
I suppose a +2 int circlet and a +1 ring of resistance would be good choices...my DM is allowing items from almost every 3.5 source, including the magic item compendium.
For feats, is there anything that allows you to substitute int for con/will for saves? 3.5 sources are oaky too.

Flux Vector |
Flux Vector wrote:the spells you want to use in combat are battlefield control or buff spells.
Both of which are the witch's weakpoints. You get spells from both the cleric and wizard lists, yes. But you mostly get the -wrong- spells from those lists, in terms of battlefield effectiveness.
<eye roll>
Spells like enlarge person, ray of enfeeblement, sleep, glitterdust, hold person, web, dispel magic, heroism, ray of exhaustion, stinking cloud, black tentacles, etc. are just horrible in battlefield effectiveness... Granted, most of the buffs that are exclusive to the cleric list depend on the patron you choose.
Those spells are all available to wizards. And more. Without picking a specific specialization that lets them get some of the good stuff but not all of it. Color spray, pyrotechnics, grease, protection/magic circle against (alignment), greater magic weapon, planar bindings, telekinesis, wall of stone, wall of force, haste, greater invisibility, all illusions, reverse gravity, time stop, antimagic field, contingency, the "hand formerly known as bigby's" spells, project image, and that's just that I can remember right now, and without using any 3.x sourcebooks (where witches, obviously, aren't supported).
The listed spells are also all under level spell-level 5 and many of them start to trail off in effectiveness once you get past the levels where you've got access to level 5 spells - ie, the mid game. Level 10-ish. Sleep is pretty much not worth a memorization by level 6, and by level 12 if not earlier, hold person is a waste of a memorization because of how much is immune to it - not to mention for a witch, anything you can use Hold Person on? You can use the slumber hex on to the same effect, with probably a higher save DC, too. Talk about wasting a memorization...
And even black tentacles can lose some of its shine in the later game because of how high the CMD for resisting its grapples gets to be on a lot of targets.
At low levels? Before level 6, at least? Witch is pretty good, and as noted until you level up to the mid-game, the slumber hex is at least borderline overpowered. But once you're in the middle game, witches start getting shut down in a lot of respects by the non-trivial saving throws, resistances, and immunities of mid- and high-CR creatures.
All the spell-level 5+ battlefield spells that are good, are spells that don't work off saving throws, or only offer saves for reduced effect. Witches don't have many of those spells anymore over level 5, and the ones they do have, aren't as good as the ones they don't.
That's a really high price to pay for getting healing spells most parties don't actually need, but that people badly over-value. Edit: Witches also make lousy healers for the same reasons druids do - no spontaneous healing/casting. A bard, even, is probably a better 'healer' in practice because while they only get up to cure critical, they don't have to 'trade off' memorizing healing spells instead of others.

Question |
the Supergenius Games supplement "Advanced Options: Witches Hexes" has a lot of really nice hexes that add to the diversity of capability of Witches. So much so, I'm considering one very carefully as a cohort for my Rogue.
For example, gaing the ability to make various Combat Maneuvers based off Int and Witch level to simulate bad luck (tripping on your own boot straps = Trip) or unleashing the forces of entropy on a target (Sunder) as a hex, from a range, is not just useful, its creepy and in keeping with the "theme" of Witchery (add in Cat's Eyes, Medusa's hair, and Scuttle for wall-crawling, and you can go totally Exorcist on someone)
Assuming your DM allows it (and honestly, SGG have a very good track record for making well-thought-out material that is not unbalancing) the stuff in that pdf is, ironically, worth its weight in gold...
Oh, do you have a link to the official site for this?

Flux Vector |
So does anyone have suggestions on spell selection? What about feats, would extend spell be a good idea?
For a witch, Persistent Spell is a key metamagic, since it gives you extra mileage from your many 'save or lose' spells.
Most casters want Quicken spell as well.
Preferred Spell and Spell Perfection are also good feats for any caster to look at in my opinion.
I'm not sure I'd bother with Extra Hex - unless you have access to expanded hexes, in which case it might be very good indeed.
If your GM allows it to transfer your spells over to the new familiar smoothly you probably want to consider Improved Familiar. An imp or mephit or somesuch, with opposable thumbs, flight, and the ability to make itself invisible turns your familiar into less of a liability and will be a bit more survivable with the right tactics (aka, fly out of the battle area and stay invisible until it's over).
Augment summoning is good for any caster, but witches will likely lean on summoning spells even more than wizards in the later game, so I'd say it's almost a must-have for them.
Extend Spell might be worth it in the lower to make one summon monster sure to last an entire battle, but as you level up the value of extend diminishes. Round/level spells will easily last for the full time of an average encounter without extension by level 10, and minute/level spells can be prebuffed a bit and still last a full encounter without extension. Hour/level spells are rare enough now that I wouldn't bother with it just for them. If you can't think of another feat to take, it's not a terrible one, but I'm not sure I'd take it.

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Nephelim wrote:the Supergenius Games supplement "Advanced Options: Witches Hexes" has a lot of really nice hexes that add to the diversity of capability of Witches. So much so, I'm considering one very carefully as a cohort for my Rogue.Oh, do you have a link to the official site for this?
You can find it for sale here on Paizo's store.
If no one else has offered some feat/spell suggestions by tomorrow when I have more time to think about it. I will post some then.

Question |
Question wrote:So does anyone have suggestions on spell selection? What about feats, would extend spell be a good idea?For a witch, Persistent Spell is a key metamagic, since it gives you extra mileage from your many 'save or lose' spells.
Most casters want Quicken spell as well.
Preferred Spell and Spell Perfection are also good feats for any caster to look at in my opinion.
I'm not sure I'd bother with Extra Hex - unless you have access to expanded hexes, in which case it might be very good indeed.
If your GM allows it to transfer your spells over to the new familiar smoothly you probably want to consider Improved Familiar. An imp or mephit or somesuch, with opposable thumbs, flight, and the ability to make itself invisible turns your familiar into less of a liability and will be a bit more survivable with the right tactics (aka, fly out of the battle area and stay invisible until it's over).
Augment summoning is good for any caster, but witches will likely lean on summoning spells even more than wizards in the later game, so I'd say it's almost a must-have for them.
Extend Spell might be worth it in the lower to make one summon monster sure to last an entire battle, but as you level up the value of extend diminishes. Round/level spells will easily last for the full time of an average encounter without extension by level 10, and minute/level spells can be prebuffed a bit and still last a full encounter without extension. Hour/level spells are rare enough now that I wouldn't bother with it just for them. If you can't think of another feat to take, it's not a terrible one, but I'm not sure I'd take it.
Hmm at 4th level i dont think i will be able to use most of those metamagic feats. Cant find preferred spell on the SRD...got a link? Too low level for spell perfection either.
We already have a summoner so i dont think i will be taking any monster summoning spells. But since we dont actually have any arcane casters to do damage i might be taking elements as a patron instead...

Question |
I wanted to edit the above post but the edit button isnt showing up for me. Strange. Incidentally can a mod move this to the advice forum please?
Below is my spell list, how does it look(yes i do start with 24 int)?
1st : Charm person, Comprehend Languages, Cure light wounds, Detect secret doors, enlarge person, ill omen, mage armor, obscuring mist, ray of enfeeblement, hynoptize, unseen servant, identify
2nd : Glitterdust, see invisibility, spectral hand
For feats, i am thinking of taking at least craft wondrous item since it seems fairly handy(and the whole party will use it to some degree...). But im currently trying to figure out how it works(there seems no clear ruling as to how to calculate the spellcraft DC to make a wondrous item).

Flux Vector |
I wanted to edit the above post but the edit button isnt showing up for me. Strange. Incidentally can a mod move this to the advice forum please?
Below is my spell list, how does it look(yes i do start with 24 int)?
1st : Charm person, Comprehend Languages, Cure light wounds, Detect secret doors, enlarge person, ill omen, mage armor, obscuring mist, ray of enfeeblement, hynoptize, unseen servant, identify
Detect secret doors and ill omen are probably not worth it. Identify is only marginally worth it, if you have 24 int you shouldn't have much trouble identifying items if you keep your spellcraft skill up. That said you don't have a ton better to take in the base witch spell list. You might consider summon monster 1 or burning hands, though.
2nd : Glitterdust, see invisibility, spectral hand
Take spectral hand later, you don't have enough touch-ranged spells to use it with. Glitterdust and see invisibility are redundant, and glitterdust is the superior spell for tactical purposes. Plus it's unlikely you'll encounter many invisibility-using enemies at level 4.
I'd take summon monster 2 and web instead. Add see invis and spectral touch later.
For feats, i am thinking of taking at least craft wondrous item since it seems fairly handy(and the whole party will use it to some degree...). But im currently trying to figure out how it works(there seems no clear ruling as to how to calculate the spellcraft DC to make a wondrous item).
Check with your DM before taking any crafting feat, since he may or may not make it practical for you to actually use that feat (it depends heavily on his crafting time interpretations). Also, you may want to hold crafting feats for later levels when you have more treasure.

Question |
Question wrote:I wanted to edit the above post but the edit button isnt showing up for me. Strange. Incidentally can a mod move this to the advice forum please?
Below is my spell list, how does it look(yes i do start with 24 int)?
1st : Charm person, Comprehend Languages, Cure light wounds, Detect secret doors, enlarge person, ill omen, mage armor, obscuring mist, ray of enfeeblement, hynoptize, unseen servant, identify
Detect secret doors and ill omen are probably not worth it. Identify is only marginally worth it, if you have 24 int you shouldn't have much trouble identifying items if you keep your spellcraft skill up. That said you don't have a ton better to take in the base witch spell list. You might consider summon monster 1 or burning hands, though.
Quote:2nd : Glitterdust, see invisibility, spectral handTake spectral hand later, you don't have enough touch-ranged spells to use it with. Glitterdust and see invisibility are redundant, and glitterdust is the superior spell for tactical purposes. Plus it's unlikely you'll encounter many invisibility-using enemies at level 4.
I'd take summon monster 2 and web instead. Add see invis and spectral touch later.
Quote:For feats, i am thinking of taking at least craft wondrous item since it seems fairly handy(and the whole party will use it to some degree...). But im currently trying to figure out how it works(there seems no clear ruling as to how to calculate the spellcraft DC to make a wondrous item).Check with your DM before taking any crafting feat, since he may or may not make it practical for you to actually use that feat (it depends heavily on his crafting time interpretations). Also, you may want to hold crafting feats for later levels when you have more treasure.
But at 5th level i will be getting free 3rd level spells so i will have to buy the 2nd level ones instead(or find another witch).

Question |
Detect secret doors and ill omen are probably not worth it. Identify is only marginally worth it, if you have 24 int you shouldn't have much trouble identifying items if you keep your spellcraft skill up. That said you don't have a ton better to take in the base witch spell list. You might consider summon monster 1 or burning hands, though.
Why isnt ill omen worth it? It doesnt even allow a saving throw and i think it stacks with misfortune.
With 4/5/4 spells available per day, what do you think would be a good choice for prepared spells?

Flux Vector |
But at 5th level i will be getting free 3rd level spells so i will have to buy the 2nd level ones instead(or find another witch).
Buying scrolls is worth it. It's very unlikely you'll fail the spellcraft roll to teach from a scroll. Level 2 is a spell level with a lot of great utility and fundamental spells in it, and yet, the scrolls are cheap. Focus on things that will help you level now, and fill in the other stuff later.
And as for Ill Omen, it's great for a first-level spell, but it has a fairly limited effect at lower levels: forcing one target to reroll one d20 roll and take the worse one. This is actually weaker than misfortune, which applies to all d20 rolls in its duration, and misfortune won't use up a memorization slot.
As well, it's mind-affecting, and at level 4 against anything that isn't mind-immune you'll want to evil eye/slumber, or just slumber if you're confident in your save DC. Ill Omen gives you a minor advantage, competing abilities from witch at the same level give you a KO'd enemy.

Abraham spalding |

And as for Ill Omen, it's great for a first-level spell, but it has a fairly limited effect at lower levels: forcing one target to reroll one d20 roll and take the worse one. This is actually weaker than misfortune, which applies to all d20 rolls in its duration, and misfortune won't use up a memorization slot.As well, it's mind-affecting, and at level 4 against anything that isn't mind-immune you'll want to evil eye/slumber, or just slumber if you're confident in your save DC. Ill Omen gives you a minor advantage, competing abilities from witch at the same level give you a KO'd enemy.
Yeah Ill Omen is worth more later when it affects more rolls and you can quicken it before you drop a hex on them (or other spell) -- that way it uses your swift action leaving your standard to lay on the spell/ability that you actually want to connect with.

Phneri |
Don't be afraid to pick up burning hands as a first level spell. It's useful, even at 4th and beyond, when you have swarms (it does 10-40 to them) or other nonsense to deal with.
Early on web + summon swarm (spiders) is an utterly brutal combo. Finish it off with burning hands just for giggles.
Vomit swarm is a great spell to swap in for summon, as it levels up with you (the wasps are nasty) and it's also a bit easier to aim.
Ignore the "witch is an underpowered utility caster" nonsense. By 4th and 5th level magic you can wreak utter havoc with your enemy.
Feeblemind to completely shut down an enemy arcane caster.
Teleport. It's teleport.
Scry, Black tentacles, Summon monster, confusion, cloudkill, mind fog, etc, etc. You can do TERRIBLE things to groups of baddies.
All of this is before you fire off some of the nastier hexes.
Your weakness is always going to be fragility. Flying and some of the patron spells (invisibility and blink for example) can mitigate some of these issues, but you just don't have that many defensive options in comparison to the cleric/wizard. Keep that in mind.

doctor_wu |

Part of the fraility of the witch is that it is fort and ref saves as well. A cloak of resistence +1 would be a good magic item choice. Might consider a ring of protection for armor class. you may want to consider a 1st level pearl of power to get another 1st level spell another time per day. They should get to use it they are a prepared caster and came out after the core rulebook.
Improved initiative will be a good feat for a witch as it allows you to evil eye or slumber someone before they go. You also may want some scrolls.

Question |
Another (later) option would be forge ring as a feat combined with making two rings of friendship. Wondrous items is great, but rings give you access to sustenance (always handy for anyone really) and other useful abilities.
I picked up craft wondrous items because everyone can use them, and there are lots of slots for it. Craft ring is a bit more specialized...you only get 2 slots for it, and one goes to a ring of protection.
Should have went full wizard for bonus feats if i wanted to be a crafter.
My DM allowed me to start with pre-crafted items, so i went with a +2 headband of vast intellect, +1 cloak of resistance and +1 amulet of natural armor.

Phneri |
I picked up craft wondrous items because everyone can use them, and there are lots of slots for it. Craft ring is a bit more specialized...you only get 2 slots for it, and one goes to a ring of protection.Should have went full wizard for bonus feats if i wanted to be a crafter.
My DM allowed me to start with pre-crafted items, so i went with a +2 headband of vast intellect, +1 cloak of resistance and +1 amulet of natural armor.
You'd be surprised at the mileage you can get out of a witch going the artificer route. By 9th I had brew potion (hex), wondrous item, forge ring, and craft staff. No other feats, but a staff of teleportation, virtually immediate and endless access to one-time items (dust of dryness, and/or 100 gallon waterbomb hilarity, tree tokens, etc), and equipping the entire party with +4 stat items went a LONG way.
Also remember threefold aspect is broken and gives you a +4 enhancement bonus to Int along with a +4 to wisdom at the expense of 2 strength, 2 dex, and a 4th level spell slot. That's a great price.
If I were doing starting gear for you I'd drop the natural armor amulet (is 1 AC really keeping you from injury in a fight?) and pick up some 1-time use alchemical/wondrous items to cover the situations you're not good at. Wand of CLW, a fan token (gust of wind can be surprisingly useful) and a tree token (instant cover or offensive tree attack) go a long way.